overte/libraries/render-utils/src/overlay3D_unlit.slf
2016-05-09 17:18:07 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// overlay3D_unlit.frag
// fragment shader
//
// Created by Zach Pomerantz on 2/2/2016.
// Copyright 2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
uniform sampler2D originalTexture;
in vec2 _texCoord0;
in vec3 _color;
out vec4 _fragColor;
void main(void) {
vec4 albedo = texture(originalTexture, _texCoord0);
if (albedo.a <= 0.1) {
discard;
}
vec4 color = vec4(albedo.rgb * _color, albedo.a);
// Apply standard tone mapping
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
}